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New Antilia Screenshots and Toi Landscape Tool

jeff
Lead Developer
Jen: M
Greetings everyone, it's time for another update on Antilia! I am not the kind of person that is content with talking about or merely dreaming up ideas, I also enjoy the process of making ideas into reality. For this blog post I had decided some time ago that it needed to include new screenshots of Antilia itself and not just our editing tools. It is very exciting to see the hard work put into the development tools begin to yield results that we can view directly in Antilia’s game client. We have not presented new screenshots of Antilia since the MMO, and for the development team this is an exciting milestone.

I’m extremely encouraged by the progress we’ve made in several past months and it is still our goal to resume alpha-testing in 2018.

New screenshots of Antilia


It was surprising how much effort it took to reassemble the pieces required to produce these screenshots. While many of these pieces are familiar or similar to their counterparts in the Antilia MMO, we are taking the opportunity to give many of these systems the second pass they had long been in need of.


((Full-resolution version available here: antilia-game.com/data/blog/AntiliaSceneWIP1.png))

In order for the new screenshots to really convey that they were screenshots of Antilia (and not just a landscape demo) we set a couple goals. The first of those goals was that the scene would be loaded and controlled by the Simulation Engine. Secondly the new screenshots had to include an animated Antilia character.

Antilia’s characters from the MMO had grown quite complex - a collection of partial meshes and textures that must be carefully combined in order to render a character. To achieve this some time had to be spent rebuilding and improving our systems that composite Antilia’s unique characters.


((A brief excerpt from a game data file that describes to the engine how to build Antilia's characters.))

Once our tools were able to produce new landscapes, the next challenge was to begin assembling new content in the game and walk around in the environment to get a sense of what is and isn’t working well. Scale is surprisingly complex, as it affects not just the overall size of the gameworld that can be explored, but also how frequently the game engine must load in new scene data.


((Full-resolution version available here: antilia-game.com/data/blog/AntiliaLandscapeRenderingWIP24.png))

Having a moving character helps significantly in understanding the sense of scale from the player’s perspective, and gave us the opportunity to begin work improving Antilia’s movement system.


((I also spent some time improving the ocean shaders. Full-resolution version available here: antilia-game.com/data/blog/AntiliaLandscapeRenderingWIP18.png))

Toi Studio Landscape Tool


In order to create the world of Antilia with the sense of scale we are aiming for, we realized early in the year that we would need a much better tool for creating Antilia’s diverse landscapes. Our new Toi Landscape tool allows us to create detailed terrain with the ease of drawing a map. While I don’t want Antilia to be a procedurally generated world, I see great potential in using controlled procedural generation as an artistic tool.


((Full-resolution version available here: antilia-game.com/data/blog/ToiStudioLandscapeWIP15.png))

The new tools and screenshots have energized the development team, and everyone is excited to begin creating the world of Forra with the new tool.

There are more exciting updates planned for the upcoming months, including a video in which we will use the Landscape Tool to collaboratively design the landmass of Forra, and screenshots of a new gameplay system.

Stay Tuned!
Thursday, October 12, 2017 1:50pm
Jeff Leigh - Lead Developer - Right Brain Games
WWWWWWWW
Jen: 44
Thank you for the update Jeff. You mention how the complexity of the characters have grown, could you elaborate on that? What does this allow you to do?
Thursday, October 12, 2017 6:02pm
jeff
Lead Developer
Jen: M
Quote by WWWWWWWW:
Thank you for the update Jeff. You mention how the complexity of the characters have grown, could you elaborate on that? What does this allow you to do?


I might have phrased that in a confusing way - what I meant was that by the end of the MMO's development building our characters had already become quite complex. The improvements I've made thus far to the character compositor were primarily in creating a new file format that reigned in some of that complexity with a simpler way to describe the texture and mesh composite steps that have to be performed.

I still plan to improve the Antilia character meshes (and animations), and we're designing a new clothing system, but we won't get to that for a bit longer.
Thursday, October 12, 2017 6:23pm
Jeff Leigh - Lead Developer - Right Brain Games
Noxious Skunk

Jen: 97
The graphics seem to be more vibrant than what I remember in the alphas. And now it seems the oceans now have waves too. The world is looking good. I really should get a better graphic card soon.

Here's hoping all goes well for the Antilia's development.
Friday, October 13, 2017 7:39am
jeff
Lead Developer
Jen: M
Quote by Noxious Skunk:
The graphics seem to be more vibrant than what I remember in the alphas. And now it seems the oceans now have waves too. The world is looking good.

Indeed, I've been paying close attention to how we use color as I reassemble the scene. Adjusting small things such as the color gradient at the horizon add up to quite a noticeable difference.
Friday, October 13, 2017 8:33am
Jeff Leigh - Lead Developer - Right Brain Games
Page: 1

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